Improving the Attribute System

So i’m loving the game a lot. its by far one of the better MMO’s that i’ve played recently and i currently love how the game is setup.

That being said i do feel the attribute system could use an overhaul and be a lot more indepth to allow for more player choice. The weapon level system i feel could be expanded as well to account for this.

The Problem:

Attributes right now are pretty straightforward, they increase damage/healing for every point you put into a specific attribute. Every 50 points they give a marginal bonus to combat and a marginal bonus to a profession.

Right now, there is zero incentive to put points into two different attributes. Its much more effecient to stack all your points into one attribute till you hit the cap (or wherever you want to cap it) and then go down constitution with any remaining points. As a healer, zero other stats are beneficial, with the exception of MAYBE 50 points in DEX for the +10% crit chance. This basically streamlines players into one build which for a game with only 6 skills you can actively use (across 2 weapons) doesnt allow for much player diversity. Its even worse for people who decide to use the bow as their main weapon. One of my friends is critting for 5000 damage on a normal heavy attack with bow as a level 29 on level 34 mobs. He uses zero skills and for him, combat is getting very boring as he feels like he’s already maxed out his potential and he isnt even at end game.

The Solution:

Attributes needs to have a marginal benefit for every point put into a tree other than damage. For example:
Strength: increase carry capacity, increase grit percentage (chance to not be staggered by attacks from enemies up to a cap of 15%)
Dex: increase crit chance (up to a cap of 20%), increase crit damage/healing (up to a cap of 50%)
Intelligence: Increase mana regeneration in combat, decrease aggro generation
Focus: Increase chance to find rare loot, increase azoth generation from all sources, increase amount gathered
Constitution: Increase stamina regen, increase movement speed up to a cap of 15%, increase damage absorption up to a cap of 10%

Now obviously these numbers are stuff i just thought up but to give a general idea behind it.

A system like this would allow benefits across all playstyles, Constitution and Focus become utility attributes, having a strength/focus build could be very viable for late game farming. Dex now could be a very nice secondary stat for mages/healers, and strength could be a nice secondary stat for ranged or even close range DPS. You could even see heavy armor battle mages with strength as a secondary stat to help with not getting staggered.

Conclusion: I feel that the attribute system itself could be a lot more in-depth and could use a big overhaul. The changes i am suggesting are just stuff i thought up on the fly and of course probably have issues of their own, however i feel that +10% damage on CC mobs just seems like a very lackluster benefit after getting 200 strength. Other than straight damage theres just not really a reason to go down any other tree because it offers zero benefit if it doesnt fit with the weapons you are using.

2 Likes

this standard attribute system is boring in general.
the game wouldn’t lose anything if they just deleted this system. and raised the stats on gear instead.
since ppl just go full glasscannon anyway. this is just an illusion of choice. there is no choice in it no matter how hard you are looking for it.

the only choice is which weapons do you want to main. it’s basically their class system.

1 Like

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